head to head
Suck Up! asks more than The Council, and the gap is reads.

Variance · Bluff & Deduction
Improvising persuasion against AI characters whose quirks must be probed each visit.

Optimization · Systems & Chaos
A social-intrigue RPG where you spend skill resources to exploit dinner guests' scripted psychological weaknesses.
Suck Up! leans Variance (Bluff & Deduction); The Council leans Optimization (Systems & Chaos).
Suck Up! leans a little harder on execution, though the gap is small.
Suck Up!
Talking and clicking disguises, no twitch layer
The Council
Menu-driven confrontations; no dexterity.
Suck Up! leans clearly harder on reads.
Suck Up!
AI neighbors respond to your words semi-adaptively per encounter
The Council
NPCs have vulnerabilities and immunities, but fully scripted.
Suck Up! leans a little harder on variance, though the gap is small.
Suck Up!
Each NPC's personality and reactions are unknown until probed
The Council
Hidden character traits and unknown consequences until learned.
The Council leans a little harder on optimization, though the gap is small.
Suck Up!
Reliable persuasion scripts emerge and converge over time
The Council
Skill points, effort resources and exploiting known weaknesses are systemic.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.